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BFG Armada - Games Workshop

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WEAPONS REFIT SHIP REFIT ENGINE REFIT<br />

ORK REFITS TABLES<br />

THE THIRD ARMAGEDDON WAR<br />

The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 on the following<br />

table:<br />

D6 Engine Refits<br />

1 Improved Engines. The Mekaniaks have improved the efficiency of the ship’s engines to an astonishing degree. The ship rolls an extra 2D6 when on All<br />

Ahead Full special orders.<br />

2 A Bigger Red Button. The Mekaniaks have installed a switch next to the Red button. This channels a short burst of extra power to the<br />

engines. Once per game when you use the All Ahead Full special orders, you may double the result of the dice roll to see how far you<br />

go. You must travel this FULL distance.<br />

3 More Thrusters. Additional thrusters have been placed all over the ship, enabling the ship make an additional turn after travelling the<br />

minimum distance (i.e. 45o /90o ).<br />

4 Silent Running. The Mekaniaks on board have installed special relays (hammers) to shut down the engines quickly (knock-out the<br />

5<br />

Gretchin). When rolling to disengage add +2 to the Leadership value.<br />

Kustom Force Field. The Mekboys have managed to improve the shielding systems with a little tinkering. A ship with this refit may ignore the movement<br />

penalty for Blast Markers in contact with its base, or it travels though (including gas clouds and other celestial phenomenon).<br />

6 Painted Red. While the ship was being repaired the Meks decided it needed a new coat of paint. Due to the Ork belief red ships go faster,<br />

increase the ships speed by 5cm. Note the model must be painted red to get this benefit.<br />

The structure of the ship is improved in some way or new equipment is installed. Roll a D6 on the following table:<br />

D6 Ship Refit<br />

1 Improved Tellyportas. Orks are the undisputed masters of Tellyporta Teknologee, and have been able to improve this ship’s Tellyporta to carry<br />

extra boyz. Add +1 to all hit-and-run attacks made by the Tellyporta.<br />

2 Extra Armour Plating. The Mekboys have been to work welding extra metal plates all over the ship. This has had the effect of increasing the ships<br />

damage by 25%, but decreasing its speed by 5cm.<br />

3 Fire Grots. Due to an efficient and terrifying (for the Grots) training regime, a group of Gretchin have been taught how to fight fires with maximum<br />

efficiency. Fires are extinguished on a 5 or 6 roll to repair in the end phase, but normal damage is still repaired on a 6.<br />

4 More Shields. If one is good two must be better, the Mekaniaks have added a shield to this ship.<br />

5 Ram Spike. At the Kaptins order, the Mekaniaks have welded a huge ramming spike to the front of the ship. Due to the extra confidence this spike<br />

gives the Krew add +1 to leadership when rolling to ram.<br />

6 Overloading the Shield Generators. Mekaniaks on board have put in switches, buttons, and lots of flashing lights, which somehow allow them to<br />

enhance the shield output. For each hit against the shield's roll 1D6, on a 6 the increased shielding absorbs the hit and it is ignored, place no<br />

blast marker. On a 1 roll a further 1D6, on a 6 take a critical hit. As the power meant for the shields overloads another system.<br />

The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:<br />

D6 Weapons Refit<br />

1 Weirdboy Tower. During the last battle, the power of the Waagh was too much for one of the boyz on board and he manifested strange powers.<br />

Always inventive they have chained the new Weirdboy up and are using him as a weapon. The Weirdboy is the equivalent of a Strength 1 Lance,<br />

with a range of 15cm.<br />

2 Kans. The Kaptin ordered the Mekboyz to build Kans to aid in the loading of torpedoes and the readying of attack craft. The ship adds +1 to its<br />

leadership when attempting Reload Ordnance special orders (re-roll this if the ship has no ordnance).<br />

3 Dakka Central. The Mekboys have been able to rig all of the ships weapons through the Dakka Central. This allows the Orks to still fire with<br />

enthusiasm while the ship is performing special manoeuvres and still hit. While on special orders, the ships firepower is reduced by 25% (rounded<br />

up) rather than halved.<br />

4 Mad Bombers. The particularly foolhardy Ork pilots from this ship push their Fighta-bommas past the known limits of Ork Technology. Rather<br />

than rolling D3 for the number of hits against ships, these Bombers may roll 1D6.<br />

5 Grot Targeters. The Mekaniaks have installed display screens which show the enemy ships as Grots. As Orks have practiced from a very early age<br />

how to hit Grots, all of the firing by weapons batteries now benefits from a left column shift on the Gunnery Table (before any other modifiers<br />

for blast markers or range).<br />

6 More Dakka. The Mekaniaks have been adding guns all over the ship, increase the Turrets value by 1.<br />

139<br />

ARMADA

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